Arma 3
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MGI ADVANCED MODULES
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Data Type: Mod
Mod Type: Editor Extension
File Size
Posted
Updated
2.417 MB
Mar 14, 2019 @ 12:13am
Aug 13 @ 9:23am
80 Change Notes ( view )

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MGI ADVANCED MODULES

In 1 collection by PierreMGI
MGI Workshop Mods
22 items
Description
MGI ADVANCED MODULES - V2

This version is widely reworked for already existing modules. Added 3 modules with multiple possibilities.

Thanks for taking time to rate it, comment, report and ask for new features.



Pack of modules for mission writters. SP/MP compatible. Mods compatible most of the time.

PLEASE DO NOT COPY OR MODIFY THIS WORK WITHOUT ANY CONTACT WITH THE AUTHOR.


  • Automatic/semi-auto creation of areas for spawning sided groups patrolling inside them
  • Civilian life spawning/despawning with player(s) distances
  • Heal & revive advanced system SP/MP compatible
  • AI can respawn (SP/MP)
  • SP simple respawn for player
  • Respawn vehicles advanded options
  • Adapt silencers on combat/stealth situation
  • Enhanced turret: AI cannon will fire HE on infantry
  • Drop vehicle/crate instead of standard crate
  • HALO jump, solo or in group
  • Switch on/off ambient lights (runway included)
  • Loot weapons items in houses (mods compatible)
  • Hep taxi! Or jump into any AI driven vehicle and order destination(s)
  • Punish team & civilan killers
  • Transform markers into tasks
  • Blow tires driving on barbed wires
  • Wear what you want
  • Find any class (if exist) or display name or model name on map.
  • One man tank.
  • Prisoners.

Added, sept. 2020:
  • Module for Fire & blast on dangerous items/building, Detonating cord, stick charges / blow doors
  • Module for advanced players : HUD zeroing, repack magazines, IR strobe on fellows, ear plugs
  • Module for terrain interactions : repair workshops on worlds, bright tracers for any mags (under conditions), grp data on map, cursopr aim on map
Added, jan. 2021:
  • Module Spawn Groups Attack spawning single or multiple groups, customized or not, on multiple possible areas, repeatedly or not....
Modified, jan. 2021:
  • Module Blow tires becomes Wires and fences as you can also cut wires, blow tank hedgehogs...

Added, March 2021:
  • Module Traffic spawning cars, civilian or not, often or not... on the way of players.
    Some modules are improved, like the respawn vehicle, enabling a custom respawn time for each vehicle....

Added, July 2021:
  • Module for Rearm AIs can rearm, automatically, at arsenal, crates, vehicles, corpses... loadouts in vehicles/crates...

Added, Dec. 2022:
  • NUKE module.

Some documentation and explanation in module's folder or link on:
https://forums.bohemia.net/forums/topic/222362-mgi-advanced-modules/
front page
Popular Discussions View All (7)
29
Mar 26, 2023 @ 5:14am
Respawn vehicle
PierreMGI
7
Mar 2, 2022 @ 7:36am
AIs could grab some weapons
PierreMGI
1
Jul 12, 2024 @ 1:53am
Heal and Revive giving CUP units extra armor
Komodo
567 Comments
FreeSoldja Aug 29 @ 10:41pm 
Very interesting modules you offer here, i use them since 2020
★ GallowDancer Aug 16 @ 4:03pm 
@PierreMGI Got it to work, I did not check re spawn West at the time, so they were not respawning. When I checked that and set it to my group only with the init set too, the members re spawned. Though I am having a new issue where if I die, it switches the AI member to the leader.
PierreMGI  [author] Aug 16 @ 6:10am 
@GallowDancer That should work. Check you write the code in init field of the composition (group), not in init field of the leader or other units. Make sure there is a decent time between start and first kill on this group. See documentation. If persistent failure, perhaps one of your other od or DLC override my module. For example , H.O.W. spearhead 1944 DLC has settings with heavy impact on how things work on Arma.

@Smersh Your mission failed depends on condition (like all player(s) killed or unconscious). I can't act on that. Try to find the mission failed code or trigger and modify the condition. Sorry, nothing to do on module.
Smersh Aug 14 @ 8:32pm 
I seem to be having a bit of trouble with the revive system, I set the module down and synched it to the squads I'm gonna be commanding, and to myself, and while everything is working, (the AI goes down as expected and revive each other) when I go down, even while I'm being revived by the AI, I receive a "Mission Failed" message, not sure if its from this mod or from some weird conflict, I'm playing directly from Eden Editor, if it makes any difference
★ GallowDancer Aug 14 @ 7:51pm 
How do I make the AI in my group respawn? I put the module down, set it as my group that spawns and set the group init (composition it says) as this setVariable ["specGrpForResp", "death"]; and they don't respawn. They stay dead.
Armist Aug 10 @ 10:48am 
@PierreMGI
It seems that everything is working. Now it is possible to add many custom groups to one Spawn Group module and they will spawn randomly. Good job.
PierreMGI  [author] Aug 9 @ 3:13am 
@Armist
Understood. At this time, I can't say when you could work on Arma for that. anyway, you could try to place 3 modules and add a common condition with exclusive effect for spawnng on one module but not the two others. For example, use arma variable time or diag_ticktime with a modulo (mod function) which can trigger a different time for the three modules.

Added option for randomization of groups on each waves. False by default for compatibility. So, tick the new box.
Armist Aug 5 @ 7:49am 
Hello, I need some help.
I have 3 custom groups (with customized gear, vehicles, etc.).
The task is to create a cyclic spawn of a random group chosen only from these three custom groups (for my infinite battle).
I connected all three groups to the Spawn Group module at the same time, but each time only one specific group kept spawning (only a tank, or only a BMP\IFV, etc.), meaning that no random switching between the groups occurred in the spawn cycle.
I don’t plan to use individual Spawn Group modules for each group, since I want to reduce system load and combat intensity, and also to introduce randomness — but with custom units and vehicles.
How can this be created using this mod?

P.S. The Spawn Group module is amazing, and I use it constantly. I’m very thankful for its creation. Overall, this mod is the best thing that could happen to Arma 3.
PierreMGI  [author] May 19 @ 10:07am 
Please, when you refer to a module, take time to mention the exact name of it.
About "AIs can respawn" module:
I created this module for respawning non-playable AIs (playable ones are set by editor). The former intention was to allow enemy/friendly waves, infantry not in vehicles (because this case is supposed to be treated by the "Respawn vehicles" module.
So, respawning multiple AIs can be resource demanding. I focused on type /side /loadout, which is not so bad.
PierreMGI  [author] May 19 @ 10:06am 
One asked me for carrying over name /voice /face... This is the case but for a reason I don't know, that takes several seconds... If a unit is re-killed at once, that could affect the next respawn (perhaps).
The name is the same as in editor (the full name), and not to be confused with the variable name of the unit (nor carried over). The pitch of the voice is neither carried over. The insignia is not carried over.
Scripted traits are not treated (as any other scripted behavior). But I'm rather sure that native traits (like medic or engineer) are carried over by types of dead/respawning AIs.
Everything is possible but I had to make some choices. That's a balance between general purpose and demanding specific features.
Furthermore, it seems to me Bohemia forums are dead. Arma 3 is no more maintained by devs, Reforger is not my taste. In other words, I spend less time on Arma.